3D Tutorial: Noctis Lucis Caelum(2)
Continue to the 3D Tutorial: Noctis Lucis Caelum(1), your TPN-Accredited cloud render farm, Fox Renderfarm still shares with you the tutorial.
After the UV is completed, the next step is to make the hair. The hair production in this project uses Hair Farm, which can easily simulate a large number of hair effects in 3ds Max.
Perform rough modeling according to the hairstyle in the sketch, and then adjust the shape of the hair through the modifier.
Create a rough model first, then adjust the shape.
Then use 3ds Max's default hair and fur to make some short hairs.
Next is the processing of the background props of the character. The texturing is drawn using Substance Design, and 3 textures of AO, CURVITY, and Normal are baked.
In Substance Painter, the 3 textures were used for processing.
The material of the leather jacket,
The skin texture is processed in Mudbox. Firstly, projection maps are used, and some high-quality real-life skin scan materials are used to make bump maps.
On the basis of some materials, a better projection material was obtained by modifying the highlights and shadows and then imported into Mudbox for projection.
The displacement map was baked in ZBrush.
All materials include an Overal Color map, Base specular map, Oil specular map, Scatter color map, Sub-Surface-Scattering, Bump map, Displacement map.
The rendering is done by V-Ray. The basic light is composed of three-point light sources, covering a key light, a fill light, a rim light, but you need to pay attention to the color. For example, if you want white clothes to look textured, the auxiliary lighting needs to be a little blue.
The environment uses the following HDR.
Final render and compositing
The scene and the characters are rendered separately and finally composited in PS.
Finally, I added some halo and motion blur to the scenes, adjusted the contrast and color, and darkened the background, and brightened the upper left corner.
When adjusting the color, you should pay attention to integrity. Many of these aspects are related to art theory and basic knowledge. This needs to be accumulated gradually in daily learning.
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